Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

Starsector 0.98a is out! (03/27/25)

Pages: 1 [2]

Author Topic: [0.98a] High Tech Expansion 2.0.5  (Read 71227 times)

theDragn

  • Captain
  • ****
  • Posts: 347
    • View Profile
Re: [0.97a] High Tech Expansion 2.0.3
« Reply #15 on: August 20, 2024, 02:52:55 PM »

Big fan of this mod! Is there a way to make these ships stop appearing so often in Persean/Pirates/Independents/Scavengers fleets? It's strange that factions other than Tri-Tachyon use these ships so often.
Was gonna reply and be like "idk what you're talking about" but I decided to double check first and somehow my hull and weapon tags are all screwed up. No clue how that happened (I should have fixed them for the 0.97 update), nor how it got into this version without getting noticed, but I've got it fixed now. The intended behavior is for Independents to use some of the more commonly available ships in the mod, and for all of the weapons to be known by a few different factions, as is appropriate for their doctrines. Tritachyon should know basically everything in the mod with the exception of a few missile weapons.

Thanks for noticing this!

Version 2.0.4
Fixed a number of issues with hull/weapon tags being incorrect, leading to ships not spawning at correct rates, in correct factions, or at all. No clue how this got in without getting noticed. You can download it from the main post. Save compatible.

poltava

  • Ensign
  • *
  • Posts: 2
    • View Profile
Re: [0.97a] High Tech Expansion 2.0.4
« Reply #16 on: August 23, 2024, 11:30:26 PM »

imo this mod has the most pretty high tech ships
gila weapon mounts look a little weird and equality could move it's 4 frontal large energy slots a little bit around horizontal axis so they are less in line

Logged

Kim

  • Ensign
  • *
  • Posts: 8
    • View Profile
Re: [0.97a] High Tech Expansion 2.0.4
« Reply #17 on: September 01, 2024, 11:55:44 PM »

Anyone can help me troubleshoot this?
Spoiler
49747 [Thread-3] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Hegemony Fleet Expansion (data\hulls\skins\mudskipper_hegemony.skin)]
49748 [Thread-3] INFO  com.fs.starfarer.loading.ShipHullSpecLoader  - Loading hull skin [data\hulls\skins\drg_aggressor_xiv.skin]
49752 [Thread-3] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\HTE (data\hulls\skins\drg_aggressor_xiv.skin)]
49927 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Ship hull spec [drg_aggressor] not found!
java.lang.RuntimeException: Ship hull spec [drg_aggressor] not found!
   at com.fs.starfarer.loading.do.o00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
   at com.fs.starfarer.loading.ShipHullSpecLoader.new(Unknown Source)
   at com.fs.starfarer.loading.ShipHullSpecLoader.Ó00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.ÓO0000(Unknown Source)
   at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.super(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]
« Last Edit: September 02, 2024, 12:02:12 AM by Kim »
Logged

Starslinger909

  • Ensign
  • *
  • Posts: 21
    • View Profile
Re: [0.97a] High Tech Expansion 2.0.4
« Reply #18 on: September 09, 2024, 11:52:26 AM »

Are there any plans to add a submod with the IV Battlegroup variants?
Logged

theDragn

  • Captain
  • ****
  • Posts: 347
    • View Profile
Re: [0.97a] High Tech Expansion 2.0.4
« Reply #19 on: September 11, 2024, 01:57:32 PM »

Anyone can help me troubleshoot this?
Very late reply but you have incorrectly updated the mod. Delete the mod folder before I packing the update.

Are there any plans to add a submod with the IV Battlegroup variants?
Not at the moment, sorry!

thebrickhead

  • Ensign
  • *
  • Posts: 12
    • View Profile
Re: [0.97a] High Tech Expansion 2.0.4
« Reply #20 on: November 20, 2024, 04:48:33 PM »

Is there a way to disable the meme ship names added by the mod.
Logged

Burminsky

  • Ensign
  • *
  • Posts: 13
    • View Profile
Re: [0.97a] High Tech Expansion 2.0.4
« Reply #21 on: March 12, 2025, 04:48:43 AM »

Information about "pre-generated system (Zarmazd, black hole southeast of the core, will sell you rare hulls if you're cooperative with independents)" should be put in the mod description, don't you think so?
Logged

theDragn

  • Captain
  • ****
  • Posts: 347
    • View Profile
Re: [0.97a] High Tech Expansion 2.0.4
« Reply #22 on: March 15, 2025, 12:06:23 PM »

Is there a way to disable the meme ship names added by the mod.

Yes, just delete the ship names file. Somewhere in /data/strings/ I think. But please, I beg you, have some mirth in your heart.

Information about "pre-generated system (Zarmazd, black hole southeast of the core, will sell you rare hulls if you're cooperative with independents)" should be put in the mod description, don't you think so?

Maybe, but I think it's a fun surprise.

xZarif

  • Ensign
  • *
  • Posts: 22
    • View Profile
Re: [0.97a] High Tech Expansion 2.0.4
« Reply #23 on: March 16, 2025, 08:37:08 AM »

Love the look of these sprites! I'm looking to beef up the TT roster after playing Apex. Is there any straightforward way to play this will only the hullmods and not the weapons? I figure probably not - it would involve editing all the variants that reference the new weapons, right? I can only dream...
Edit: perhaps there is some kind of way through adding a special tag to weapon data.csv to prevent these from showing up on variants?
« Last Edit: March 16, 2025, 09:11:32 AM by xZarif »
Logged

theDragn

  • Captain
  • ****
  • Posts: 347
    • View Profile
Re: [0.97a] High Tech Expansion 2.0.4
« Reply #24 on: March 21, 2025, 05:58:01 PM »

Love the look of these sprites! I'm looking to beef up the TT roster after playing Apex. Is there any straightforward way to play this will only the hullmods and not the weapons? I figure probably not - it would involve editing all the variants that reference the new weapons, right? I can only dream...
Edit: perhaps there is some kind of way through adding a special tag to weapon data.csv to prevent these from showing up on variants?

Easiest way would probably be to add the SYSTEM hint to the hints column and no_drop / no_salvage tags in the tags column of /data/weapons/weapon_data.csv, but I'm not sure how badly this would break autofit variants.

Durus Jack

  • Ensign
  • *
  • Posts: 1
    • View Profile
Re: [0.97a] High Tech Expansion 2.0.4
« Reply #25 on: March 23, 2025, 03:27:55 AM »

Hey, returning after a while to the game and I am missing the Flamingo from the IV Battlegroup that was replaced in an updated version of this mod. Anyone know how I can re-add this or link me a guide to do so?
« Last Edit: March 23, 2025, 07:18:56 AM by Durus Jack »
Logged

theDragn

  • Captain
  • ****
  • Posts: 347
    • View Profile
Re: [0.98a] High Tech Expansion 2.0.5
« Reply #26 on: March 30, 2025, 07:54:41 PM »

Updated for 0.98. Minor fixes to make the Incursion no longer zap phased targets and slightly increasing the size of the Shoebill's shield.

Hey, returning after a while to the game and I am missing the Flamingo from the IV Battlegroup that was replaced in an updated version of this mod. Anyone know how I can re-add this or link me a guide to do so?

It is gone forever, reduced to atoms. It lives on in your memory.
(more serious answer: it and the Gila have been combined into a single ship with big hardpoints and a range-boost system; the original Flamingo sprite is now dead and gone)

sycspysycspy

  • Commander
  • ***
  • Posts: 225
  • Translator of the Council of AL
    • View Profile
Re: [0.98a] High Tech Expansion 2.0.5
« Reply #27 on: April 12, 2025, 11:09:17 PM »

Is Gelian way too powerful for what it is? For only 25 deployment points and it's a capital ship with all the support hullmods. 4 free Dajeil fighter wings. It can probably beat a Grugeh which cost 30 deployment points or 2 Apogees which cost 40 deployment points. Sorry wrong mod, it is from Tri Tac Expansion.
« Last Edit: April 13, 2025, 02:44:48 AM by sycspysycspy »
Logged
Please report any translation error to me with PM.  Starsearcher
- I just went over to my bank account and figured out I can live comfortably without working for the rest of my life as long as I die on next Tuesday.

zaz168

  • Ensign
  • *
  • Posts: 4
    • View Profile
Re: [0.98a] High Tech Expansion 2.0.5
« Reply #28 on: April 19, 2025, 08:39:54 AM »

Excuse me Sir, I'm a translator from China, may I ask for your permission to translate your mod, High Tech Expansion into Chinese and post it on forum of Starsector in China? I like the style of ships in this mod and I think it's a good piece worth promoting to more players.

I know there have already been a Chinese translation before, but the previous translator seems to be afk and the old translation has not been updated for over 2 years, so I want to make a new translation. I promise the translation will be just a translation, and will keep the author information as well as link back to original thread.
Logged

flint

  • Ensign
  • *
  • Posts: 1
    • View Profile
Re: [0.98a] High Tech Expansion 2.0.5
« Reply #29 on: Today at 04:12:53 AM »

Hello, theDragn, 
 I am a mod creator from China and would like to request permission to use your ship texture resources. (I am using machine translation, so my English may not be accurate.)
During the creation of my mod, I utilized the **ship textures** from the **IV Battle Group** in your module *"HTE High Tech Expansion"* for ship splicing. I hereby formally request your authorization. If you agree, I would greatly appreciate your approval. If you decline, I sincerely apologize for any potential infringement or inconvenience caused and will immediately cease using the related content. 
Sincerely, 
[flint]
Logged
Pages: 1 [2]